Okay, so this idea will be a .. expensive idea but one of the best updates possible. I was looking around on https://www.turbosquid.com and I found tons and tons of extremely detailed vehicles. there all copyright probably, but minor editing to the blender mesh would change that, they have all types of makes and models. If the creators could take some of the money they have made on the game and invest them into better car models the game would become 98% better.
Not trying to let you down but I doubt That, that will ever happen because the devs really want their own designs to be put in the game not some detailed glorified ferrari
Sorry, this wouldn't be that great of an idea. It would be a waste of money. I wouldn't give them a penny for any of those models either. They're not worth it. I'd rather see vehicle development continue how it has been.
It would be nice to have actual brand vehicles, or vehicles that are the exact same as the brand but renamed, and also Realistic frames, damages,bending etc rn you can tell it's a little messy..
Real-life vehicles, or vehicles that are merely re-badged Ferraris/Toyotas/Chevrolets will never happen officially. If you came here for real-life cars, you're looking at the wrong game. There's no way that the devs could afford licensing for vehicles, it would look awkward for real-life cars to be in fictional places, and they would have to be pinpoint-accurate with the damage structures to prevent from being sued by car manufacturers when people begin to judge how safe or unsafe certain vehicles are by playing with an inaccurately-deforming Beam version. Admittedly, the Hopper/T-Series are very similar to two real-life vehicles(Jeep Wrangler TJ, 1987 International 9300), but they still aren't exactly the same. For the most part, though, trying to figure out exactly which car each vehicle is based on is almost if not entirely impossible. They're meant to represent vehicle archetypes, not specific vehicles. For instance, the ETK I-Series is a mid-1980s mid-size German executive sedan, the Sunburst is a late-2000s/early-2010s Japanese compact sedan (admittedly rather close to a 2008-2013 Subaru Impreza in general shape, but still nowhere near in the details), and the Burnside is an average early-1950s mid-tier, full-size American sedan. It would be really weird having all of these rather generic-looking vehicles, and then have a car that looks almost exactly like one specific vehicle. Also, how are the frames, damage, and bending not realistic? As far as I can tell, they are very realistic in nature to the vehicle archetypes that they are intending to be. However, the slight messiness that the vehicles experience during deformation may or may not ever be fixed, as the JBeam structure produces mild spikiness regardless of what vehicle you use, even with dev vehicles. Are you asking for the vehicles to be stronger or something?
I get the feeling you are confusing models with jbeams. "Damage, bending, etc..." doesn't come from the vehicle model, it comes from the jbeam. Using a model of a copyrighted car won't help that. One of many issues with your suggestion is that real cars tend to have shapes more complicated than the game appreciates though; spiking is more common with complicated shapes. (In other words, your suggestion would probably take the game further from your goal of realism). As for frames, most (if not all) official vehicles have mechanical bits close to some IRL counterpart (ex: the Hopper uses a frame based on the Wrangler, I believe the Sunburst's innards are derived from a Mitsubishi). No idea how no one has said this yet, but... Ideas and suggestions subform next time, no?
280 FPS?! Geez, what are your specs? As for fire physics (i.e. cars gradually burning up and spreading fire to other vehicles), I'm not sure if that's even possible. It might be, but that will have to be up to the devs to decide.
It would be nice if a modder made a real life branded vehicle and put it on the forums but not the respiratory (to avoid legal issues)
I hate to change the subject, and I am not a computer expert, but that system doesn't seem anywhere near capable of "280 fps all times". Even if you had some sort of insane super computer, a large fraction of the games players are barely at minimum specs, BeamNG would need a lot of optimization before something as demanding as true fire physics. I am sure there's reasonable room for improvements, but not that much. --- Post updated --- There's been a lot of attempts and a couple successful ones, they just get buried quickly since they only get a thread and not a spot on the repository.